Pathfinder: Kingmaker - List of Summon Monster Stats

Summon Monster Stat List

Basic of Summoning

This will list the relevant stats for the summoned monsters, if its not relevant to the actual game is wont be included here. For instance the Dex of a creature is unimportant but the AC is.

All the numbers bellow are directly from the game, with the tabletop version only referenced in certain situations.

Any numbers below in parentheses are the monster's stats when you have the augmented summoning feat. As a general rule though augment summoning gives +2hp/per hit dice, +2 to attack rolls, +2 or 3 to damage rolls.

It functions as if someone cast bull's strength and Boar's Endurance on all summons, and as such doesnt stack with those spells (or the mass versions).

Abilties that monster have aren't usable by players, its up to the AI when it want to use them.

Overall I'd suggest summon monsters 1 level below to get that d3 roll (+1 with superior summoning), as you can overwhelm opponets with numbers of attacks.

Fear aura - will dc25 or be shaken within 30ft <affects the party as well>

Claw +16/16 , d8+5 + plus 6d6 sneak attack

Spells

Phantasmal killer dc21

Crushing despair dc21

Movanic Deva (SM8)

Hp:126(150)

Ac:24 /FF:21 /T:13

Wings- +3ac vs melee

Protective aura, +4deflection ac and +4resistance against evil creatures for allies in 30ft

Dr10 /evil

Immunities <electricity, fire, acid, cold

Flaming greatsword +13/8/3 (15/10/5), 2d6+19 (2d6 +22) +d6 fire

<plus cleaving finish>

Spells

Holy aura dc22

Heal

Flame strike dc19

Frost giant (SM8, evil)

Hp:133(161)

Ac:21 /FF:21 /T:8

Immunity cold

Vulnerability fire

Greataxe +15/10(17/12),3d6+22(3d6+25)

<plus improved cleaving finish>

Ghaele (SM9, non-evil)

Hp:150(176)

Ac:28 /FF:26 /T:16

DR 10/cold iron and evil

Immunity electricity

Cold resistant 10

Fire resistant 10

Holy longsword +18/13/8(20/15/10), d8+12(d8+15)

Spells

Scorching ray,2 rays +14

Chain lightning, dc19, 13d6

Divine power

Dispel magic

Thanadaemon (SM9, evil)

Hp:173(203)

Ac:25 /FF:21 /T:12

DR10/good

Immunity <acid,poison>

Resistance 10, cold+electricity+fire

Fear gaze, 30ft dc21

Quarterstaff 18/13/8(20/15/10), d6+21(d6+24), plus 1 level drain

Spells

Enervation

Summon Nature's Ally

Mite (1)

Hp: 7(9)

Ac: 12/ ff: 11/ T: 12

Dagger +2(4), d3-1(d3+1)

Giant frog (2)

Hp:15(19)

Ac:12 /FF:11 /T:11

Bite +3(5), d6+4(d6+6)

Leopard (3)

Hp:20(26)

Ac:15 /FF:11 /T:14

Bite +5(7), d6+3(d6+5)

Plus 4 claws +5(7), d3+3(d3+5)

Pounce (full attack at end of charge)

Dire boar (4)

Hp:43(53)

Ac:15 /FF:15 /T:9

Gore +10(12), 3d6+9(3d6+12)

Manticore (5)

Hp:53(75)

Ac:18 /FF:15 /T:12

Bite +8(10), d8+9(d8+11)

Plus 2 claws +9(11), 2d6+9(2d6+11)

Smilodon (6)

Hp:105

Ac:17 /FF:15 /T:11

Bite +18(20), d8+8(d8+10)

Plus 4 claws +18(20), 2d6+8(2d6+10)

Mastodon (7)

Hp:147 (175)

Ac:21 /FF:20 /T:9

Gore +18(20) 4d8+18(4d8+20)

Plus slam 17(19) 4d6+18(4d6+20)

Nereid (8)

Hp:126(150)

Ac:25 /FF:15 /T:25

DR10/cold iron

Immunity cold/poison

Poison touch +15 vs touch, Nereid Poison

Nereid spray +16vs touch, Nereid Poison

Nereid Poison

Fort dc 23(25), 1d2con damage plus blindness, 1/round for 6 rounds

Hyamdryad (9)

Hp:210(250)

Ac:29 /FF:22 /T:17

DR10/cold iron

Resistance 30, acid, cold, electricity

Fast healing 5

Longbow +16/16/11, d8+9(d8+11)

Spells

Confusion

Heal

Greater heroism

Undead

Note, Because undead spells are necromancy spells, any summoning feats and effects don't apply to them (augmented summoning ect,).

The Dead Raised have the same stats if you raise them as a cleric or wizard, you just get the spells earlier as a cleric.

Also Because you summon d4+2 Skeletal Champions, animate dead is a much better spell than summon monster 3 or 4 even with agumented summoning.

Skeletal champion (animate dead)

Hp:47

Ac:22 /FF:20 /T:12

DR 5 / bludgeoning

Longsword +8, d8+9

Guardian armour (create undead)

Hp:143

Ac:27 /FF:25 /T:12

DR15/adamantine

Light pick +16/11/6, d4+11

Graveknight (create undead)

Hp:115

Ac:25 /FF:24 /T:11

DR10/magic

Bardiche +18/13, d10+25

Elementals

Notes about Elementals, these apply to all elemetals of a spefic type:

Air - Has the whirlwind ability.

Earth - If an opponent is flying, earth elementals take a -5 penalty on both attack and damage rolls.

Fire - Gains Burn on all attacks, Burn damage is a reflex save effect vs taking additional fire damage, if the save is failed the creature hit it is lit on fire and makes the same save at the start of its turn if it fail it remains on fire and takes the burn damage again. In addition Fire elementals deal +1 damage to a target on fire.

Water - Gains freezing on all attacks, functions similar to burn except it targets fortitude instead of reflex. Water elementals don't get the +1 damage for targets that are frozen.